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Days Gone 2 Could Have Its Best Shot Yet After Bend Studio's Cancelled Project

A scrapped live service game, reported layoffs at Bend Studio, and a surprise remaster win are reopening the door for Deacon St. John's story, though nothing is confirmed.

Chaos (AI-assisted)8 September 2026 · Editor: Digital Fox Talent Editorial Team 1,180 words · 5 min read

Days Gone 2 might actually have a better chance of happening today than at any point since Sony originally killed it. It has not been announced, and I am not about to sell anyone a fake leak claiming Deacon is secretly coming back next year. But Bend Studio just watched its next major project get cancelled, Days Gone was suddenly remastered for PS5, and Sony now has to decide what this studio builds next. Sitting right in front of them is a game millions of people have been begging for, with one of the biggest cliffhangers PlayStation has ever refused to finish.

I am a huge Days Gone fan. I went through the entire playthrough about six months ago, and it is probably a top five game for me of all time. That fandom is viable, and it is huge. I am not telling anyone this is secretly in development. I do not have an insider in my ear or in my email. What I do have is a case for why the situation has genuinely shifted.

Where Days Gone 2 Actually Stands Right Now

Days Gone 2 is not currently confirmed. The original sequel pitch never made it through Sony, and Bend Studio moved on to another project instead, one that was reportedly built on an open world system originally developed for Days Gone. That project included multiplayer and an entirely new world. Then in early 2025, Sony cancelled it as part of a broader retreat from planned live service games.

Bend later suffered major layoffs, reportedly losing around 40 people. That is terrible news for everybody affected, and it meant Bend lost years of development time. But from a Days Gone perspective, it created the first real opening in years. Bend needs another project, and Sony needs something it can trust.

Why the Days Gone Remaster Changes the Calculation

Days Gone is no longer the game that launched in 2019 with technical problems and mixed reviews hanging around its neck. Updates fixed a lot of the issues after launch, word of mouth kept growing, and a PC release introduced another audience. Sony eventually released Days Gone Remastered in April 2025, and it did not just bump the resolution and call it done. It added Horde Assault, larger hordes reaching up to 800 freakers, a permadeath speedrun option, improved lighting, and several other upgrades. It even won the gold trophy for best re-release in PlayStation's 2025 Game of the Year community voting.

Companies usually do not spend money dragging a supposedly dead franchise onto their newest console unless they see value in it. The remaster does not prove Days Gone 2 is happening, but it does prove Sony has not buried the name. At minimum, PlayStation wanted to find out how much interest was still out there, and the community showed up. The conversation came back around to the same question: why are we replaying Days Gone when we should be playing Days Gone 2?

Former Director Jeff Ross's Sales Claim and What Went Wrong at Launch

Former game director Jeff Ross has claimed Days Gone had already sold more than 8 million copies on console by the time he left Sony, plus another million or more on Steam. That number is based on trophy data rather than an official Sony sales announcement, so I would not treat 9 million as a confirmed, audited total. But it does not really matter for the broader point, because Days Gone clearly became far more successful than the reputation around its rough launch would suggest.

Sony's original problem was not that nobody bought the game. It took a long time to make, its budget grew, it launched rough, and critics hammered it. Cyberpunk got hammered too, and it eventually got fixed. The first Days Gone had to build the world, the bike system, the freaker technology, the hordes, the survival mechanics, the entire identity of the franchise. A sequel would just take those foundations and do what Assassin's Creed 2, Uncharted 2, and Arkham City did: keep what worked, fix the weak points, and make everything bigger.

What Jeff Ross Says the Sequel Pitch Actually Included

Jeff Ross has said Days Gone 2 was meant to be the definitive version of the concept. The bike would return, Deacon would get access to more advanced Nero technology, and animals and human enemies would behave more dynamically. Deacon would also finally be able to swim instead of turning into a brick the moment he touches deep water.

The pitch reportedly also included a separate co-op experience where players could build a crew or clubhouse and potentially face hordes together, while the main narrative stayed focused on the single player story. That is all appealing on its own, but the real difference for a sequel is in where the story could go.

The Infected NERO Agent's Cliffhanger That Sets Up Everything

The first game spent most of its runtime convincing us the freakers were basically the remains of humanity, dangerous but adapting through different mutations. Then a Nero agent shows up in the final scene and changes the rules. He removes his helmet, reveals he is infected, leaps onto a helicopter with superhuman strength, and warns Deacon that Nero is coming. More importantly, he has not lost his intelligence. He can speak, he can plan, he understands what he has become. The virus is not simply turning people into mindless freakers, it is creating a new form of life that could be faster, stronger, and potentially smarter than the humans still fighting to survive. That is the foundation Days Gone 2 should build on.

My Pitch for How Days Gone 2's Story Should Open

I would open the sequel a year or two after the original. Lost Lake has grown into a legitimate settlement, Deacon and Sarah are together, Boozer has found real purpose helping run the camp, and Lisa has become a hardened drifter bringing back supplies and information. Maybe there is even a baby. For the first time since the outbreak, Deacon might feel like he can build a life. But something is wrong with the hordes. They are no longer just moving according to weather, food, and instinct. They are avoiding traps, testing the camp's defenses, and smaller groups are driving survivors toward larger hordes.

Deacon starts finding Nero equipment at attack sites and eventually realizes these are not random migrations, someone is directing the hordes, and that someone does not necessarily have to be the same agent from the ending. I actually think that character should stay morally complicated. He warned Deacon when he did not have to, which suggests some piece of the man we knew is still in there. He could become Deacon's connection to an internal civil war among Nero infected researchers who believe humans and evolved freakers can coexist. That turns the sequel into Deacon fighting an organized version of the outbreak while Sarah races to figure out whether the mutation can even be stopped.

Why Sarah, Boozer, and Lisa Matter to the Sequel

Ross has said the sequel would have explored the fact that Deacon and Sarah getting back together does not automatically make them happy. They were married before the apocalypse, but they are completely different people now. Sarah carries the guilt of knowing her research helped create the disaster, and Deacon has spent years becoming someone who survives through violence. Sarah would be obsessed with finding a new cure because she feels she owes it to the world, while Deacon would be obsessed with protecting her because he already lost her once. Those goals sound compatible, but they give the story real tension.

Boozer should not die in the first hour just to motivate Deacon again. The original game already played that emotional trick by making us believe he died in the truck explosion. Let Boozer become the heart of Lost Lake instead, the guy inside the walls while Deacon survives outside them. Lisa, meanwhile, could be the breakout character, older, more capable, and dangerously similar to the version of Deacon we met in the first game.

Why the Sequel Should Not End With a Cure

I do not think the game should end with an actual cure. That feels like something to save for a potential Days Gone 3. Instead, the second game should end with Sarah discovering that the infection is no longer one disease, it has split into multiple evolutionary paths, meaning a cure for normal freakers might do nothing at all to the infected Nero agent from the ending. That would force Deacon and that agent to work together against Nero's leadership, setting up a bigger story still to come.

So Could Days Gone 2 Actually Happen

Bend Studio has lost key members of the original team, suffered layoffs, and is restarting on a new project. That would require Sony to reverse a decision it made years ago, but the situation around it has shifted. The remaster put Deacon back on the map, and Sony is sitting on a proven open world franchise with an unfinished story and an audience that has refused to let it die.

Would you want Days Gone 2 to continue with Deacon, or should Lisa become the new main character?

Watch the original

@morechaosgaming · YouTube

Adapted with AI from Chaos' video of 7 September 2026 and reviewed by Digital Fox Talent before publication. Editorial standards · Corrections

Days GoneDays Gone 2Bend StudioPlayStationSonyvideo games

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